GGACR/Dizzy/Frame Data

From Dustloop Wiki
< GGACR‎ | Dizzy
Jump to navigation Jump to search

System Data

Defense:x1.15
Guts:1
Weight:Lightweight (x1.05)
Stun Resistance:50
Prejump:3F
Backdash:16F (1~>9F invuln)
Wakeup Time:53F (Face Up) / 49F (Face Down)
Unique Movements:2 Air Dashes


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Dizzy 5P.png 10 Mid 5 2 12 -4 - 3 8 1.44 CSJR 1
5KGGAC Dizzy 5K.png 16 Mid 7 4 14 -4 - 10 7 2.64 SJR 3
c.SGGAC Dizzy cS.png 24 Mid 5 2 11 +1 - 10 7 2.64 SJR 3
  • Stun modifier x2
f.SGGAC Dizzy fS.png 20x5 Mid 8 2x4,6 12 -4 - 10x5 7x5 2.64x5 SR 3
  • Hitstop 6F
  • 4th hit staggers opponent on hit (max 35F)
5HGGAC Dizzy 5H.png 40 Mid 12 6 15 -4 - 14 6 3.84 SR 4
6PGGAC Dizzy 6P.png 26 Mid 11 4 19 -9 1~14F Upper Body 10 7 2.64 SR 3
  • Initial prorate 90%
  • Wallbounces opponent on hit (untechable on ground hit for 28F, ground CH and air CH for 40F)
6HGGAC Dizzy 6H.png 38x2 Mid 18 9,3 21 -5 - 20x2 6x2 3.84x2 SRF,SJRF 5
  • 2nd hit floats opponent on hit (untechable for 28F)
  • FRC timing 18~20F, 27~29F (FRC Timing is on the 1st and 2nd hits)
  • Both hits stagger opponent on CH (Max 47F)
5DGGAC Dizzy 5D.png 20 High 29 14 15 -12 - 11 20 2.64 R 4
  • Stun modifier x1.5
2PGGAC Dizzy 2P.png 8 Mid 6 3 9 -2 - 3 8 1.44 CSR 1
  • Initial prorate 70%
2KGGAC Dizzy 2K.png 18 Low 6 4 9 -1 - 5 7 2.64 SR 2
  • Initial prorate 80%
2SGGAC Dizzy 2S.png 28 Mid 7 3 22 -11 - 10 7 2.64 SJR 3
2HGGAC Dizzy 2H.png 40 Mid 8 4 38 -23 - 20 6 3.84 SRF 5
  • Knocks down opponent on ground hit
  • Groundbounces opponent and fully untechable on CH
  • Stun modifier x1.5
  • FRC timing 8~10F
2DGGAC Dizzy 2D.png 38 Low 12 3 33 -15 9~26F, 36~39F Low Profile
27~35F Above Feet
11 6 3.84 SJR 5
j.PGGAC Dizzy jP.png 12 High/Air 6 2 10 - - 3 8 1.44 CSJR 1
  • Initial prorate 90%
j.KGGAC Dizzy jK.png 16 High/Air 4 12 12 - - 6 7 2.64 SJR 2
j.SGGAC Dizzy jS.png 28 High/Air 9 4 16 - - 10 7 2.64 SJR 3
j.HGGAC Dizzy jH.png 42 High/Air 11 4 28 - - 20 6 3.84 SR 5
j.DGGAC Dizzy jD.png 30,40 High/Air 10 9,3 15+5 after landing - - 14x2 6x2 3.84x2 SR 4
  • 1st hit floats opponent on hit (untechable for 22F during 10~12F, untechable for 13~18F on 28F)
  • 2nd hit pushes opponent upwards on hit(untechable for 26F)
j.2SGGAC Dizzy j2S.png 30 High/Air 7 9 8 - 1~23F Throw 10 7 2.64 SR 3
  • Initial prorate 90%
  • Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F.

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC Dizzy throw.png 50 49 pixels - - - - - - 6x2 4.00 - -
  • Floats opponent, fully untechable on hit
  • Forced prorate 50%
Air ThrowGGAC Dizzy airThrow.png 60 88 pixels - - - - - - 6x2 9.40 - -
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAAGGAC Dizzy 6P.png 25 All 11 2 23 -11 1~12F All
13~32F Throw and Upper Body
10 7 2.64 R 3
  • Upper body invincible and throw invincible 13~32F
  • Wallbounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
K It Started Out as Just LightGGAC Dizzy 236K.png
236K
20x3 All 32 62 total 51 +11 - 0 8x3 2.00/1.20x3 F 1
  • Hitstop 5F
  • Projectile guranteed to active after 28F
  • FRC timing 27~29F
  • see notes *1
S It Started Out as Just LightGGAC Dizzy 236K.png
236S
20x3 All 32 49 total 54 +8 - 0 8x3 2.00/1.20x3 F 1
  • Hitstop 5F
  • Projectile guranteed to active after 28F
  • FRC timing 27~29F
  • see notes *1
H I Use This to FishGGAC Dizzy 236H.png
236H
55 All 14 8 42 -23 - 0 8 2.50/1.20 F 3
  • Floats opponent on hit (untechable for 40F, on CH for 160F)
  • FRC timing 31~32F
D I Use This to FishGGAC Dizzy 236H.png
236D
55 All 14 8 53 -34 - 0 8 2.50/1.20 F 3
  • Floats opponent on hit (untechable for 40F, on CH for 160F)
  • FRC timing 31~32F
I Use This to Get Fruit200x200px
421S
22,55 All 22 18(15) total 37 - - 0 7x2 2.50/1.20 - 3,2
  • 1st hit floats and lifts opponent (untechble for 30F)
  • Hold button to delay 2nd attack (up to 102F)
  • 2nd attack starts up 18F after button is released
  • 2nd hit activates on 55F at the earliest
  • Attack disappers if Dizzy is hit
  • see notes *1
P My Talking BuddiesGGAC Dizzy 214P.png
214P
21x2 All 60(25) 3(32)3 total 36 - - 0 8x2 -/1.20x2 - 1
  • Fish homes in horizontally on opponent location until the startup of the 2nd hit
  • Fish disappears or performs followup attack 13F after end of the move
  • Fish diappears if it gets hit
  • If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same
  • see notes *1,*2
K My Talking BuddiesGGAC Dizzy 214P.png
214K
20x3 All 60(27) 15 total 36 - - 0 ?? ?? - 1
  • Startup varies depending on distance from opponent
  • Fish homes in horizontally on opponent location until the startup of the 2nd hit
  • Fish disappears or performs followup attack 13F after the end of the move
  • Fish diappears if it gets hit
  • If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same
  • Max 3 hits
  • see notes *1,*2
S My Talking BuddiesGGAC Dizzy 214P.png
214S
38 All 77(44) 35 total 41 - - 0 7 1.00/1.20 - 2
  • Fish continues firing laser until it reaches the top of the screen
  • Laser beam passes through other projectiles
  • Dizzy is in CH state during recovery
  • Fish disappears or performs followup attack 20F after the end of the move
  • Fish diappears if it gets hit
  • Wallsticks opponent on air hit (Untechable for 40F, sticks for 27F)
  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
  • Fish will fire laser on 38F, even if it has not reached the designated spot. Other than that, the rest of the move is the same.
  • see notes *1,*2
H My Talking BuddiesGGAC Dizzy 214P.png
214H
38 All 77(44) 35 total 36 - - 0 7 1.00/1.20 - 2
  • Fish continues firing laser until it reaches the bottom of the screen
  • Laser beam passes through projectiles
  • In CH state till end of recovery
  • Fish disappears or performs followup attack 20F after the end of the move
  • Fish diappears if opponent hits the fish
  • Wallsticks opponent on air hit (Untechable for 40F, sticks for 27F)
  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
  • Fish will fire laser on 38F, even if it has not reached the designated spot. Other than that, the rest of the move is the same.
  • see notes *1,*2
D My Talking BuddiesGGAC Dizzy 214P.png
214D
60 All 72-77(44) 3 total 36 - - ?? ?? ?? - 5
  • Blockstun 19F
  • Tracks opponent horizontal position
  • Startup depends on the distance from the opponent
  • Fish disappears or performs followup attack 25F after the end of the move
  • Staggers opponent on hit (max 45F)
  • see notes *2
Please Leave Me Alone (Bubble)GGAC Dizzy j214P.png
j.214P/K/S
- - - 176 total 36 - - - - 1.50 - -
  • Dizzy is in CH state 1~15F
  • Bubble appears on 9F
  • Cannot summon another bubble until 33F after bubble naturally disappears, or 17F after popping the bubble
  • Bubble stops moving 160~176F
  • Dizzy can pop bubble by attacking the bubble
  • Bubble automatically pops after 177F
  • TRANSLATION NEEDED
Please Leave Me Alone (Pop)GGAC Dizzy j214P.png
Hit Bubble
45 All 13 4 - - - 0 6 -/1.20 - 4
  • Floats opponent on hit (untechable for 36F)
  • see notes *1
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FB Please Leave Me Alone (Bubble)GGAC Dizzy j214D.png
j.214D
- - - 199 total 25 - - - - - - -
  • Dizzy is in CH state 1~21F
  • Bubble appears on 9F
  • Cannot summon another bubble until 31F after the bubble naturally disappears, or 17F after popping the bubble
  • Opponent can't hit the bubble
  • Bubble disappears if Dizzy is hit
Please Leave Me Alone (Pop)GGAC Dizzy j214D.png
Hit Bubble
45 All 13 6 - - - 0 6 -/1.20 - 4
  • Floats opponent on hit (untechable for 36F)
  • see notes *1
FB I Use This to Get FruitGGACR Dizzy 421D.png
421D
30x3 All 31 - Total 47 - - ?? ?? - F 3
  • Homes in on opponent's location until active frames
  • The spears lose their hitbox if Dizzy is hit
  • Dizzy is in CH state 1~20F
  • FRC timing 15-16F
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Imperial RayGGAC Dizzy 632146S.png
632146S
40xN All 7+0 6(4)xN total 41 - 5~7F Strike 10xN 9xN - F 3
  • Floats opponent on hit, fully untechable
  • Opponent cannot move until the 9th active frame
  • Hitstop 0F
  • Dizzy modifier x0.5
  • Chip damage x1.5
  • FRC timing is 9-10F after superflash
  • Flames can pass through other projectiles
Necro UnleashedGGAC Dizzy 632146P.png
632146P
0,40x6 Throw 9+4 20 14 - 1~9F All
10~14F Strike
0 8,7x6 - - 1,3x6
  • Knocks down opponent on hit
Gamma RayGGAC Dizzy 64641236H-3.png
64641236H
13x5, 12x32 All 16+7 6(24)6(51)46 - -31 - 5x37 6x5, 4x32 - F 5
  • Hitstop for first two lasers 7F
  • Knocks down opponent on hit
  • Dizzy is knocked down at the end of move
  • Dizzy modifier x0
  • Initial Prorate 200%
  • 2nd superflash occurs on 109F
  • Opponent's inputs are frozen until 3F after the 2nd super flash
  • FRC Timing 53~58F (when the 2nd set of lasers come out)

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
I Can't... Contain My StrengthGGAC Dizzy InstantKill.png
[2]8462+P+HS
Fatal All 103+3 10 85 -76 - - ?? - - 5
  • Need to charge down for 30F to perform attack
  • Dizzy is in CH state during move

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Jump, Sp
5H - - - 2H 5D, 2D Sp
2H - - - - 5D Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S, j.2S j.H - Jump, Sp
j.K j.P - j.S, j.2S - - Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.2S j.P - - j.H j.D Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Dizzy/Data.